Fix ShaderInstance to allow resourcelocations with namespaces as input.
Fix shader parsing to respect resource domains.
Fix ForgeRenderTypes to use the right shader in each situation.
Add custom forge shader for unlit translucent entity rendering, equivalent to the vanilla entity translucent shader.
Added new entity rendering events.
- EntityRenderersEvent.RegisterLayerDefinitions: Used to register layer definitions for entity models.
- EntityRenderersEvent.RegisterRenderers: Used to register entity renderers.
- EntityRenderersEvent.AddLayers: Called during resource reload after all renderers have been constructed and it's safe to add layers.
Removed RenderingRegistry, which is now not necessary.
Removed a few unused things.
Fixes#7920
Convert Forge to use Official mappings.
Mojang released their obfuscation mappings but we have not used them up until now due to wanting to get their license to be more explicitly permissive.
It is clear that their intent is to allow us to use their names for developing mods like this.
See the full wording, and our interpretation here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md
Freeze the ModelLoaderRegistry right after this event happens, just before model loading actually begins.
This means ModelRegistryEvent is now the correct place to register loaders, as it was intended.
This is a slight breaking change, but any mod that used FMLClientSetupEvent before will need to be updated regardless due to the existing race condition.
Fix BreakSpeedEvent having null position. Closes#6844
Add MatrixStack to BackgroundDrawnEvent. Closes#6843
Fix some patches that should of been ATs. Closes#6839
Add getter to ServerPlayer to access client's language calue if sent. Closes#6829
Some patch cleanup.
* Delete RenderHandEvent as RenderSpecificHandEvent can do everything it does and more. Rename RenderSpecificHandEvent to RenderHandEvent as it's now the only hand rendering event.
* Pass MatrixStack and IRenderTypeBuffer into the event whenever they are available. If they're available, that means we're in a batching environment and the modder should not be using the tessellator or other buffers on their own, or they risk "Already building" crashes.
Due to the massive rendering changes, certain features, such as emissive item rendering and the forge block rendering/lighting pipeline are currently disabled.
Co-authored-by: David Quintana <gigaherz@gmail.com>
Co-authored-by: tterrag <tterrag1098@gmail.com>
Co-authored-by: Unnoen <theunnoen@gmail.com>
you're listening to for these. (The Mod event bus is the only one actively
dispatching events during model loading).
ModelRegistryEvent, ModelBakeEvent, TextureStitchEvent.Pre, TextureStitchEvent.Post, ColourHandlerEvent.Block, ColourHandlerEvent.Item
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
`java.awt` will statically load itself when `java.awt.Color`, `java.awt.Dimension`, etc are loaded.
This conflicts with lwjgl3 and must be avoided (except for in mojang's server gui).
DimensionType is not unique per Dimension. See DimensionManager for more details.
Vanilla now has a chunk loading system, so Forge's will need to be deprecated/adapted.